Edward J. Moore III - Game Developer
Los Angeles Area, CA,
USA
Portfolio Site http://ejm-3d.net
LinkedIn Profile
Summary of Qualifications
·
12 Years of
Professional Game Design and Production Experience, 8 published credits across Console & PC
genres (open-world/sandbox, FPS, RTS, platformer).
·
Capacity to leverage Computer
Science degree to learn proprietary scripting languages (LUA, C/C++) and
realize gameplay
designs.
·
Relevant Software Proficiency - Radiant, UnrealEd, Worldcraft/Hammer,
proprietary editors, XSI Softimage, Maya,
3DSMax, Word, Excel, Visio, Powerpoint, Photoshop, Illustrator, Perforce, Alienbrain, WIKI, Confluence, and Final Cut Pro
·
Agile Alliance-Certified Scrum Master
Work History
Pandemic Studios - Los Angeles, CA
- July 2006 November 2009
Mercenaries 3 (Xbox 360, PS3) Development Manager (November
2008 November 2009)
- Managed
day-to-day pre-production and milestone turnaround on the next Mercenaries
game. Received management training plus
exposure to Agile and Lean development methodologies, including Scrum
Master Certification. Ran multiple
daily Scrum stand-ups with cross-disciplinary task forces, maintained
internal Production websites using Confluence, and improved team-wide
development process and culture via coaching, advocating, and mentoring
teammates in Agile methods. Also produced
a weekly Game Deconstruction/Analysis social event and served on
Pandemics internal Quality of Life Committee.
Mercenaries 2: Blow it Up Again Pack (Xbox 360, PS3) Senior
Designer (September 2008 November 2008)
- Implemented
Conceptual Design, rough level layout, and LUA scripting for Urban Rampage, one of four
vehicular-based game modes for post-release downloadable content (DLC).
Mercenaries 2: World in Flames (Xbox 360, PS3, PC)
Senior Designer (February 2007 April 2007, March 2008 - September 2008)
- During 2008, implemented gameplay, scripting, and debugged three primary
campaign missions for this open-world/sandbox title. During 2007, performed initial design layout
and scripting for 1/3 of secondary mission content.
Project B (Xbox 360) Lead Level Designer (July 2006
January 2007, May 2007 March 2008)
- Implemented level layout & scripting, created level and prop geometry in XSI
Softimage for an unpublished cover-based 3rd person shooter/RPG. Contributed to design documentation,
story, quest structure and fiction.
Also assisted w. terrain editing tool design and helped track
design deliverables for milestones.
Electronic Arts Los Angeles - Los
Angeles, CA - May
2002 June 2006
Medal of Honor: Airborne (Xbox 360,
PS3, PC) Game Designer (March 2006 - June 2006)
- Researched and conceptualized single-player missions
using Illustrator. Gained
prototyping experience with UnrealEd 3.0 and
Sketch-Up.
The Lord of the Rings: Battle
for Middle-Earth II (PC, Xbox 360) - Game Designer, User
Interface Designer (January 2005 February 2006)
- Implemented Level Layout & Scripting
for three single-player RTS missions plus two multiplayer maps using proprietary
editing tools. Coordinated redesign of Shell (multiplayer lobbies) and
HUD using Microsoft Visio, created and maintained WIKI pages for
multidisciplinary UI Group.
Medal of Honor: Pacific Assault (PC)
- Multiplayer
Design Lead, Associate Producer (September 2003 - November 2004)
·
Created and maintained Design
Documentation for all Multiplayer modes and User Interfaces. Oversaw outsourced development
with Santa Cruz, CAbased developer TKO Software. Coordinated Focus Testing w. QA, balanced and
tuned weapon variables for
multiplayer modes. Implemented
Bataan multiplayer level. Wrote dialogue and directed voice
acting sessions. Assisted
Senior Producer with PR/Production duties and Community Management via EA
forums and on-site events.
Medal of Honor: Allied Assault - Breakthrough (PC)
Single Player Design Lead (December 2002 - August 2003)
·
Contributed to game design
documentation and reviewed milestones from TKO Software. Trained TKO designers in the use of Radiant
level editor and scripting language. Supervised tuning and refinement of all single
player content across TKO and EALA development teams during beta. Finalized gameplay
and optimized geometry for Monte Cassino single-player level.
Medal of Honor: Allied Assault - Spearhead (PC)
-
Game Designer (May 2002 - November 2002)
·
Constructed geometry and scripted gameplay
for two single player missions. Created Malta
multiplayer level, which was released exclusively in Spearhead's
pre-release multiplayer demo.
Wrote tutorials for the Spearhead SDK and voted by peers
as "Rookie of the Year" for
2002.
Irrational Games - Boston, MA -
October 1999 December 2001
The Lost (PS2,
Xbox) -
Level Builder (March 2000 December 2001)
- Built and lit levels for an
unpublished survival-horror/RPG using the Unreal and Lithtech engines.
Deep Cover (PC)
-
Level Builder (October 1999 February 2000)
- Built levels for an unpublished
1st person espionage title.
Co-developed with Looking Glass Studios.
Advanced Productions - Franklin Square, NY
- January 1999 - May 1999
The Discovery (PC) - Software Engineer
- Worked briefly as a multiplayer
Software Engineer on an unpublished sci-fi RPG for PC.
MPen, Inc - New York, NY
- January 1998 - December 1998
Monkey Magic (Playstation) - Level Designer
- Conceptualized and implemented
level layouts and gameplay puzzles for a 2.5D platforming game, published by Sunsoft on the original
Playstation.
Education
Bachelor of Arts in Computer Science, Minor in English
(Creative Writing), Hofstra University,
1997.
Miscellaneous
- IGDA Member
- Contributing Writer, The Escapist, Issue 85, Runnin Down an Outrun
Dream (February 2007)
- Published Voice-Acting Credits,
Freedom
Force and Thief 2: The Metal Age
- Alumni, Kappa Sigma Fraternity
Professional References
References available at LinkedIn. Other references available upon request.